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BNTKids-Studios
Participating Frequently
December 1, 2019
Answered

Can I still create character assets, like monsters, people, and animate them here? (2D)

  • December 1, 2019
  • 1 reply
  • 1393 views

Hello! Once, i worked on a project in Adobe Flash a long time ago, back when I was in high school. I created a dragon, a simple one, with some animations. However, the dragon lacked grace, bones, and such. Does this program still support manual animation drawings? Like, I want to create many monsters, people, and such with custom animations, each individually hand drawn like a flip book, to create a smooth transition with realistic movements. I don't think Character Animator or After Effects can help me achieve this (correct me if I'm wrong), as Character Animator deals with simple shapes and bones, while after effects requires professional understanding of the program.

 

Also, if I were to start a project in Animate, and Flash Player is deceased at this point, in the future, this program were to disappear/become depricated, what would happen to all of my work? Would it become unusable? I don't plan on exporting the animations as flash, but instead, as gifs with individual frames to be used in animation programs as massive fully-rendered images (that work kind of like sprites.)

I'll give some background of the game in question. It's a game based on an old Facebook Game called Dragonville. You are a dragon tamer, and you catch and train dragons in the wild. You battle dragons and monsters along the way.

This topic has been closed for replies.
Correct answer rayek.elfin

Yes, the type of animation which you describe is called "frame by frame" animation, instead of cut-out animation (which uses segmented characters). Frame by frame animation is very well supported in Animate.

 

It is also possible to combine frame by frame with a bit of cut-out animation to great effect, which may save you time depending on what you intend to achieve. If you do, I would suggest the Flanimate tools plugin, because Animate's native cut-out animation tools are buggy and half-heartedly implemented at best. https://flash-powertools.com/

 

Don't worry about the Flash player being deprecated in 2020: if your intention is to animate and output the animation as game assets, the Flash player is completely irrelevent for your work. That said, you can still export your frames as SWF and use a tool like TexturePacker to generate high quality spritesheets which are then imported in your game engine of choice.

https://www.codeandweb.com/texturepacker

 

This workflow doesn't work with all 2d game engines, though (for example, Construct will create its own spritesheets, which is a bother at times). But Godot or Unity work fine, for example.

 

By the way, depending on your game engine, AVOID GIF! Gif is a very limited format, and only supports up to 256 colours and only 1 bit transparency (either on or off: no semi-transparency!). It often results in sub-par sprite quality, in particular if you want nice looking anti-aliased looking edges. Instead, use a sprite sheet or use the game engine's built-in sprite animation tools to import the individual sprite frames to create the animations.

 

Looking at DragonVille, they definitely did NOT make use of Gif animations, but PNG or similar assets with full transparency support.

1 reply

rayek.elfin
rayek.elfinCorrect answer
Legend
December 1, 2019

Yes, the type of animation which you describe is called "frame by frame" animation, instead of cut-out animation (which uses segmented characters). Frame by frame animation is very well supported in Animate.

 

It is also possible to combine frame by frame with a bit of cut-out animation to great effect, which may save you time depending on what you intend to achieve. If you do, I would suggest the Flanimate tools plugin, because Animate's native cut-out animation tools are buggy and half-heartedly implemented at best. https://flash-powertools.com/

 

Don't worry about the Flash player being deprecated in 2020: if your intention is to animate and output the animation as game assets, the Flash player is completely irrelevent for your work. That said, you can still export your frames as SWF and use a tool like TexturePacker to generate high quality spritesheets which are then imported in your game engine of choice.

https://www.codeandweb.com/texturepacker

 

This workflow doesn't work with all 2d game engines, though (for example, Construct will create its own spritesheets, which is a bother at times). But Godot or Unity work fine, for example.

 

By the way, depending on your game engine, AVOID GIF! Gif is a very limited format, and only supports up to 256 colours and only 1 bit transparency (either on or off: no semi-transparency!). It often results in sub-par sprite quality, in particular if you want nice looking anti-aliased looking edges. Instead, use a sprite sheet or use the game engine's built-in sprite animation tools to import the individual sprite frames to create the animations.

 

Looking at DragonVille, they definitely did NOT make use of Gif animations, but PNG or similar assets with full transparency support.

BNTKids-Studios
Participating Frequently
December 1, 2019

Ok, thanks for letting me know all that. And yes, I knew the GIF issue, I just forgot to state otherwise. However, is SWF lossless? Isn't there another codec out there that is lossless and compatible with most engines?

n. tilcheff
Legend
December 2, 2019

Hi mate,

 

SWF is vector-based, which means that it can be rasterised at any resolution and the alpha channel generated for the sprites will have 8-bits of information, i.e. full grayscale. This in turn means antialiased assets and all kinds of possibilities to control effects and blending modes.

 

Nick - Character Designer and Animator, Flash user since 1998 | Member of the Flanimate Power Tools team - extensions for character animation